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Offline furballdnTopic starter

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From bronze to plat, from noob to vet, the fun way [1.32] http://elementscommunity.org/forum/index.php?topic=47089.msg1044788#msg1044788
« on: February 21, 2013, 04:57:12 AM »
A "walkthrough" that I've written a long time ago. Finally porting it onto the forums since I hope that more people will be able to see, and hopefully it will help many more newbies. I hope this can be moved into the tutorials section.

From bronze to plat, from noob to vet, the fun way

There are obviously plenty of guides and "walkthroughs" and tutorials on how to best build an elements deck, how to speedrun your way to plat, how to be the pro to PvP2....this tutorial is NOT one of those. This tutorial will instead stress on creativity, uniqueness, and experimentation to get an idea of how the game works, and to fully immerse yourself in the cards instead of running straight to plat and getting hit with a feeling of ennui. To emphasize creativity, the deck examples I post here will all be created by me, while writing this article and testing it. The example decks are far from perfect, but instead of teaching mindless copy/pasting deck codes and grinding, they are supposed to give ideas and influence creativity. I mention a lot about creature control, permanent control, and sometimes use acronyms. If you're not familiar, don't worry about it. Either read up the definitions on the glossary or pick it up from playing many games. This is a comprehensive tutorial on all facets of the game without forcing you into using other peoples' decks. Remember, elements is a game based on creativity, so use that power as we learn how to go from a noob to a vet the fun way.

Also, there is no reason to follow this guide down as I wrote it. Maybe you want to play a bit with gold/plat league before arena, maybe you want to jump straight into PvP, maybe you want to get a head start on killing false gods and getting money. The table of contents is your friend. The order I wrote it in is my recommended order, and is loosely ordered by difficulty, but feel free to jump around. Know how to build a rainbow already? Skip it! Want to learn how to farm False Gods for money first? Go read that up! Want to get introduced to the forums? Skip to the bottom! Already familiar with the game? Head straight down to the gold/plat sections! Just joined? Read up a bit on the bronze/silver sections! I'm here to introduce you to the game and teach you how to play, not what to play.



Spoiler for FAQ:
General
Which element/rare do I pick?
  • It's not a big deal, since eventually, you should be able to get your hands on all of them. If you want to make your life a bit easier though, I'd suggest fire or entropy or darkness. I wouldn't really recommend light or gravity. For the rare weapons, either go with one that you'll find useful, or trident/eternity, those two being the rares that AI3 doesn't drop. If your goal is to farm FGs as soon as possible, I'd recommend a lobotomizer, as it's one of the most versatile weapons against FGs.
What's the best element/card?
  • There isn't one. Each element/card has its own purposes and uses. There really isn't a "best".
Omg! ______ (card) is OP! Why isn't it nerfed yet?
  • Relax. Before screaming a card is OP, why don't you try it out for yourself? Actually build a deck revolving it and test it out. You'll see that it's most likely balanced. Just because a card counters your deck or strategy does not mean it's OP.
How come AI4 is so much harder than AI3? My deck that can nearly always beat AI3 loses so much to them!
  • There is quite a huge difficulty spike between AI3 and AI4. Relax, and wait until you get some upped cards before you can consistently defeat them. In the meantime, head over to the Arena, a place where the difficulty jump from AI3 isn't so large.
Give me a good/unupped deck that beats AI3/AI4/FGs consistently!
  • No. This guide is a guide on creativity, so I will not give you a deck that you can just use to mindlessly grind and lose track of the game. This guide is based on creativity, so use your own wits to create such a deck and share it with the community, maybe you'll come up with the next FG farmer. Remember, take the game slowly. There's no rush. Stop to smell the flowers and learn some unheard of combos.
How do I get rares/shards?
  • AI3 has all the rares besides eternity and trident. If you want to get rares and shards, arena would probably be your best bet.
I don't think my dissipation shield or solar shield is working. Why?
  • If you have sanctuary on the field, it cancels out the effects of those two shields.
What's this singularity that appeared on my field with negative attack that duplicated and stuff?!
  • A singularity occurs whenever you play three novas, or two supernovas in one turn. These creatures will make life very miserable for you, so either quickly remove them, or you'll almost definitely lose the match.
So what's the best deck?
  • There is no best deck. Each deck has its own purpose and counters.

Arena
How come I can't remove those 5 cards in the arena deckbuilding screen?
  • Those are your copies of your oracle card. Your arena deck must include them and have 35 cards. If you can't think of a strategy to use, look at the wiki for your card. Maybe you'll discover a new synergy.
I upgraded extra hp, but how come when I play arena I still only have 100hp?
  • The benefits only apply to your arena deck that other people will face.
How come I can't build a new arena deck?
  • If your oracle card was the same as yesterday's, you cannot build a new arena deck.
Why does this arena deck have 1hp?
  • Arena decks decay with time. After a week, nearly every single deck will have 1hp if they are still in the top 500.
How come I won an obscenely large amount of electrum from the arena?
  • You probably beat a deck in the top 10. Those decks have multipliers attached on them, so you earn more electrum if you beat a deck in the top 10.

I just faced my own arena deck! Is this a glitch?
  • No, you have a 1/500 chance of meeting your own arena deck if you choose to fight the league it is in.

I just faced somebody's deck two times in a row! Is this a glitch?
  • Nope. Also a 1/500 chance of happening.

PvP
Wtf? How come weird things are happening in PvP? Is my opponent hacking?
  • It is certainly a possibility, but more likely, it is just a desynchronization error.
Why is my opponent taking so long? I only take a few seconds to end my turn!
  • The speed is due to the server. To them, it looks like you're taking a while.
My opponent just played a mark! They're hacking aren't they?
  • No, marks can be won by winning tournaments.
How do I join a tournament?
« Last Edit: February 23, 2013, 03:58:39 AM by furballdn »

Offline furballdnTopic starter

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Re: From bronze to plat, from noob to vet, the fun way [1.32] http://elementscommunity.org/forum/index.php?topic=47089.msg1044789#msg1044789
« Reply #1 on: February 21, 2013, 04:57:24 AM »
Bronze

Spoiler for Goals:
  • Finish the quests
  • Get comfortable with AI0-3
  • Learn about monos/duos/trios
  • Learn about rush, stall, and control decks



Spoiler for Getting started:
Welcome to Elements! You've just opened up the game, picked an appropriate username you'd like to keep, and are now staring blankly at the screen with its catchy music and 12 elements. Which one should you pick? Don't think too hard about it, since eventually you'll be able to get all the cards. Just pick your favorite, although if you want a slightly easier time, fire/entropy/darkness are the three stronger elements. I'll make a table about the elements with their pros and cons.

ElementIconProsCons
Aether:aetherQuite defensive
Immortal creatures
Most powerful creature control
Expensive cards
Weak attackers
No permanent control
Air:airDecent creature control
Decent creature abilities
Good shields
No permanent control
Not very offensive
Darkness:darknessHas creature control
Has permanent control
Has quanta control
Has healing
Weak to Holy Light
Takes a while to set up
Offense isn't great
Death:deathGreat offense
Access to Poison
Great defense
No healing
No permanent control
Also weak to Holy LIght
Earth:earthSturdy creatures
Good defense
Has Earthquake (Very powerful quanta control)
No permanent control
Soft creature control
Cards are pricey
Entropy:entropyHas Discord (Strong quanta control)
Has Antimatter (Strong creature control)
Is based on luck
Expensive cards
Is based on luck
Fire:fireStrongest attackers
Lots of creature control
Has permanent control
has Immolation (Instant fast quanta gain)
Very fragile creatures
Not much defense
Gravity:gravityVery resilient creatures
Can bypass shields with Momentum
Has Black Hole (Powerful quanta control)
Very expensive cards
Hardly any offense
Life:lifeHas healing
Cheap and efficient creatures
Fast
Very weak creature control
No permanent control
Light:lightGood creatures
Has healing
No reliable creature control
No permanent control
Expensive cards
Time:timeCan draw more cards
Decent creatures
No permanent control
Water:waterOkay creatures
Good creature control
Has Purify (counter to poison)
No permanent control
Average speed

Picked out your deck yet? Great! You can choose to make it a mono now, (remove all the other element cards besides the main element), but if you are new, go ahead and click AI0. The battle against the trainer should be over quickly, without you having too much trouble. Beat the trainer and collect your reward. You should have about 15 electrum now. The next two quests are also easily done. Simply remove a card from your deck, and then buy and sell a quantum pillar from the bazaar. You should have around 60 electrum now. Go ahead and tackle AI1. It's probably better to make your deck a mono now, since you'll notice it'll flow much smoother. After beating AI1 and above, remember to spin the reels. It could win you more cards! Finish the quest, and you should have around 100 electrum now. It's still not enough for you to comfortably mod your deck, so go ahead and fight AI2. AI2 actually have pre-built decks, so they might be a bit harder. After beating AI2 and the next quest, you should have about 150 coins, which is enough to start building your deck. I'll go over the main deck archetypes. While building decks, there is something called QI, or quanta index. Quanta index is the total amount of quanta of an element used divided by the numbers of quanta producing sources (pillars count as 5). The number should fall around 5, but it is not perfect. Stall decks can have slightly higher numbers while rush decks can have slightly lower numbers. The QI calculator is here. Now what is a stall or rush deck? Let me explain.



Spoiler for Deck archetypes:
Rush
Hover over cards for details, click for permalink
Deck import code : [Select]
5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f2 5f2 5f2 5f2 5f2 5f2 5fe 5fe 5fe 5fe 5fe 8po
QI:5.25
Hover over cards for details, click for permalink
Deck import code : [Select]
4t4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i6 5i6 5i6 5i6 5i6 5i6 5id 5id 5id 5ie 5ie 5ie 5ie 5ie 5ie 8pp
QI:5.2

Notice anything about rush decks? They emphasize offense and speed. Rush decks often sacrifice defense and control for a full frontal attack, and often make use of very efficient attackers to kill the opponent before they can react. These decks are usually mono for smoother playing. These decks are often very simple, so if you want to build a first deck, I advise you to go for a rush deck. Try and pick efficient creatures with more attack than they cost. Notice how both the Crimson Dragon and Seraph have higher attack than their cost, as well as Toadfish. Those are the creatures you want for a pure offensive rush deck.

Control
Hover over cards for details, click for permalink
Deck import code : [Select]
5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5f6 5f6 5fb 5fb 5fc 5fc 5fc 5fc 5fc 5fc 8po
QI:4.8
Hover over cards for details, click for permalink
Deck import code : [Select]
58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58q 58q 58r 58r 58r 58r 58r 58r 593 593 595 595 595 595 595 595 8pm
QI:5.73

Essentially, control decks are slightly more defensive decks, based on getting quanta and card advantage over your opponent. If they just played a 10 quanta dragon, and you just used 2 quanta to destroy it, you've come out ahead. Notice that the creatures used in the control decks are more defensive than the fragile dragons in the rush decks. The first deck here is a mono fire that makes use of the more defensive Phoenix, as well as using Fire Bolt and Rage Potion to kill off opposing enemies. The second deck uses sturdy earth creatures and Basilisk Blood to shut down opposing creatures while Earthquake if drawn, can halt the opponent's quanta supply.

Denial
Hover over cards for details, click for permalink
Deck import code : [Select]
58o 58o 58o 58o 58o 58o 593 593 593 593 593 5uk 5uk 5uk 5uk 5uk 5um 5um 5um 5um 5um 5um 5up 5up 5uq 5uv 5uv 5uv 5uv 5uv 8pm
QI:4.6 for Darkness, 3.61 for Earth
Hover over cards for details, click for permalink
Deck import code : [Select]
4ve 4ve 4vf 4vl 4vl 4vl 4vl 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 55l 55l 55v 55v 55v 55v 55v 55v 8pl
QI:4.21 for Entropy, 3.95 for Gravity

Whereas control decks focus on removing threats such as creatures, denial decks focus on preventing threats from coming out. These often involve cards such as Discord, Black Hole, Devourer, and Earthquake. The first deck uses Earthquake to destroy opposing pillars, and then to slowly siphon away quanta with Devourers. Notice how Gargoyle, the main offense in the first deck is a nice card that ties the Darkness and Earth synergies together. The second deck is an immensely powerful Discord+Black Hole deck. While it requires Discord, a rare, it is very powerful because discord scatters the opponent's quanta while Black Hole helps to drain it all away, completely shutting down their play. The creatures in the second deck are just there for some extra offense.

Stall
Hover over cards for details, click for permalink
Deck import code : [Select]
5f4 5f4 5f4 5f4 5f4 5f4 5f5 5f5 5f5 5f7 5f7 5fb 5fb 5fb 5li 5li 5lm 5lm 5lm 5lm 5lm 5lm 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 8po
QI:5.1 for Fire, 6 for Light

This is a variation of the infamous Firestall. Stalls often focus on either decking your opponent out or slowly whittling them to death while keeping yourself well healed and ready for anything they throw at you. Notice that QI in non-mono decks needs to be accounted for each element used, as well as how a stall is much bigger than the control and rush decks above. This deck uses Sanctuary as healing to keep itself alive while using all the fire cards as control to kill off enemy creatures. Once the enemy has no more creatures left, Fahrenheit will finish off the job if the enemy hasn't run out of cards yet. Stalls are very similar to control decks.

OTK
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vf 4vj 4vj 4vj 4vj 4vj 4vj 52h 560 5bt 5f2 5op 5rp 5rp 5rp 5rp 5rp 5rp 5ul 61t 61t 61t 61t 8pu


OTK decks are a special type of combo that often are similar to stalls. They need to keep themselves alive and dig through their entire deck for a certain combo (in this case, 5 dragons+Sky Blitz+Chimera for instant 100 damage) that will win them the game in one turn. You'll often see Golden Hourglasses, Sundials, or Dimensional Shields in OTks as they try to stay alive. If you're interested in OTK decks, Chapuz has a neat OTK deck building guide here that you may want to check out if you have the time.

Break
Hover over cards for details, click for permalink
Deck import code : [Select]
5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5lg 5lh 5lh 5lh 5lh 5lh 5lh 5lm 5lm 5lm 5lm 5lm 5lm 5oi 5oi 5oi 5oi 5oi 5oi 8pr
QI:6 for Air, 5 for Light

A break is a specialized type of deck that is meant to counter stalls and controls. They will often use very defensive creatures so that control won't do much damage while slowly chipping away at the opponent. Immortal creatures are great for this task, such as a flying Morning Star or just a simple Immortal. These sacrifice the offense and speed of rushes, but they often add more reliability and defensiveness.



Spoiler for Monos, duos, and trios:
The next section will cover monos/duos/trios. See if you can identify whether the decks are rushes, controls, stalls, or a combination of archetypes.

Monos
Hover over cards for details, click for permalink
Deck import code : [Select]
5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5ul 5ul 5ul 5ul 5um 5um 5um 5um 5um 5um 5up 5up 5up 5uq 5uq 5us 5us 8pt
QI:5.33

Mono decks are decks that only use one element. The good points about these types of decks is that you don't have to worry that much on different quanta balance and can have an overall smoother deck. The bad part is that you lose access to many synergies between elements, and not all elements have ways to deal with annoying shields or creatures. While most mono decks of an element are decent, not being complete or having access to other cards/strategies limits them. A strong mono is often one that either capitalizes on the true strengths of its own element, or is well rounded enough to hold off many different opponent types. Mono decks are very simple, so try and build one of these at first if you can. You will be surprised at how far a mono rush deck can get you.

Duos
Hover over cards for details, click for permalink
Deck import code : [Select]
5bs 5bs 5bs 5bs 5bs 5c1 5c1 5c1 5c1 5c7 5c7 5c7 5c7 5c7 5c7 5i4 5i4 5i4 5i4 5i4 5i4 5i6 5i6 5i6 5i6 5i6 5i6 5i7 5i7 5i7 8pn
QI:5.33 for Life, 4.83 for Water
Hover over cards for details, click for permalink
Deck import code : [Select]
4vc 4vc 4vc 4vi 4vi 4vk 4vk 4vq 4vq 4vq 4vq 52g 52g 52g 52g 52g 52g 52g 52g 52g 52n 52n 52r 52r 52r 52t 52t 52t 52t 52t 8pj
QI:4.5 for Entropy, 5.22 for Death
Hover over cards for details, click for permalink
Deck import code : [Select]
590 590 590 590 593 593 593 593 593 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5rk 5rk 5rk 5rk 5ru 5ru 5ru 5ru 8ps
QI:4.09 for Earth, 4.74 for Time
Hover over cards for details, click for permalink
Deck import code : [Select]
4tb 5lb 5lb 5lf 5lf 5lf 5lf 5lf 5lf 5lg 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5oe 5oe 5oe 5oe 5oe 8pr
QI:5.12 for Air, 3.55 for Light

As you can see, duos can be balanced with either pillars or pendulums. The main benefit duos have over monos is that they are more flexible. With two elements to play with, you get more combos and synergies. The bad part is that duos are less stable than monos, since they require two different types of quanta to function. Remember, when making a duo, try and make sure the two elements have some kind of synergy with each other. Do not just put two elements together to include cards you like if they don't have anything in common

Note the synergy between each of the two elements in the decks above. The first uses Adrenaline that can be placed on Blue Crawlers, while Forest Spirits grow with Water quanta. The second focuses on using Schrodinger's Cat to build up both defense and offense. The third deck uses Graboid and Ghost of the Past for damage, but also uses Earthquake and Reverse Time for lots of creature control and denial. Finally, the last deck makes use of Blessing to boost the attack of Pegasus and Wyrm, both of which can then double their attacks with dive.

Splashes
Hover over cards for details, click for permalink
Deck import code : [Select]
5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bu 5bu 5bu 5bu 5bu 5bu 5c2 5c2 5c7 5c7 5c7 5c7 5c7 5c7 61q 61q 61q 61q 61q 61q 8pu
QI:12 for Aether, 4.2 for Life
Hover over cards for details, click for permalink
Deck import code : [Select]
5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rj 5rk 5rk 5rk 5rk 5rk 5rk 5ru 5ru 5ru 5ru 5ru 5ru 5v1 5v1 5v1 5v1 5v1 5v1 8pt
QI:12 for Darkness, 4.91 for Time
Hover over cards for details, click for permalink
Deck import code : [Select]
4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vd 4vd 4ve 4ve 4ve 4ve 4ve 4vf 4vf 4vh 4vh 4vh 4vh 4vh 4vh 8pt
QI:12 for Darkness, 4.73 for Entropy (Technically this is a mono, but I'm including it here since it functions virtually the same)
Hover over cards for details, click for permalink
Deck import code : [Select]
592 592 592 592 592 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61s 61s 61s 61s 61t 61t 61t 61t 61t 61t 61v 61v 8pm
QI:10 for Earth, 6.62 for Aether

Wait! You say! What's up with that huge QI? Splash decks are often fine even with that huge QI, since they use the mark to fuel that quanta. Often, splashed cards should cost between 0-2 quanta, so you can get out one every other turn. In the first deck, mono Life lacks creature control cards, so Lightning is there to help kill off opposing creatures, such as dragons. The second deck is a ghostmare, a very powerful combo of using Nightmare to fill up your opponent's hands with ghosts, using Reverse Time to lock their draws, and killing them with the ghosts. The third deck is a splash deck that uses the Darkness from the mark to power the Lycanthropes. The last splash deck is an Earth/Aether duo using Enchant Artifact to protect the fragile Dimensional Shields. You'll notice the last deck has noticeably higher QI for its main element, but that is because it is more of a stall, so its QI can be a bit higher.

Trios
Hover over cards for details, click for permalink
Deck import code : [Select]
5bs 5bs 5bs 5bs 5bs 5bs 5bv 5bv 5bv 5bv 5c6 5c6 5c6 5c6 5lk 5lk 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oj 5oj 5oj 5oj 5oj 5oj 8pr
QI:8 for Life, 4.67 for Air, n/a for Light
Hover over cards for details, click for permalink
Deck import code : [Select]
50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 5ig 5ig 5ig 5ig 5ig 5ig 606 606 606 606 606 606 606 606 606 606 8pp
QI:3.23 for Water
Hover over cards for details, click for permalink
Deck import code : [Select]
55t 55t 55t 55t 55t 58o 58o 58o 58o 595 595 595 595 595 595 596 596 596 5uk 5uk 5uk 5uk 5up 5up 5v0 5v0 5v0 5v0 5v0 5v2 8pl
QI:5.5 for Darkness, 4.5 for Earth, 10 for Gravity

Trios are the last type of deck I will get to in this section since they are very complex. Don't be fooled by the wonky QIs. the first two decks involve creating new creatures that will use and provide more quanta. As a whole, theoretically, trios should be better than duos, but forcing three elements into one deck makes it very cramped and unstable. Therefore, to simplify your job a bit, use a splash of one element, and pillars to balance out the others like the third deck. Trios often involve complex strategies that make use of all elements. When making a trio, make sure each element synergizes with each other or else you'll have a clunky deck.

The first deck focuses on using Firefly Queen to produce Firefly, which in turn synergizes with Rustlers for more quanta. Hope is there as a way of defense as well. The second deck makes use of Nymph's Tears to summon Entropy and Darkness nymphs to Antimatter and cast Liquid Shadow on the opponent's creatures, so they turn into negative vampires, healing you and damaging the opponent. The third deck is a voodoo deck that focuses on casting Gravity Pull on a Voodoo Doll, increasing its health with Basilisk Blood, then watching the opponent hit the dolls and damage themselves.



Spoiler for General deckbuilding tips:
  • Unless you're using a stall or stallish deck, stick with 30 cards. It'll help you get better draws. Of course, you could argue 31 cards helps in a deadlock, but those rarely happens. If it makes you feel better, go with 31, but I still recommend 30.
  • Use QI, although take it with a grain of salt. It'll help you balance your deck better, but not perfect.
  • When using multiple elements, try and make it so there's a synergy between them.
  • Use 1 copy of a card in your deck if it's not that important but you want it now and then. 2 if it's not that important, but you want it to come up. 3 if it's a card that you can either do or do without during the course of the game. 4 if it's a card you definitely want to see come up. 5 if it's a card that's pivotal to your deck and you want it in your opening hand. 6 if that's the card your entire deck is focused around.
  • When building a deck, start with a combo or synergy you'd like to see. Don't just cram in your favorite cards.
  • A deck should be focused on one synergy. Two max. Adding more just unstabalizes a deck.
  • A regular deck should probably have around 8 creatures. Any less and it's vulnerable to control.
  • I recommend at least 2-3 permanent control cards in a deck, as well as 1-4 creature control cards if you're going for a balanced deck.
  • You don't have to have a weapon or shield in a deck. If you do but don't know what to add, don't overlook the simplicity of Shield or Short Sword.
  • If using shields, try to make it so that it won't be a big hindrance if it gets stolen. The last thing you want is an opponent using your own cards to turn against you.
  • When in doubt, start with a 6/6/18 or a 6/6/6/12 build and work from there.
  • Test, test, test. You'll never improve if you never actually test out your deck and see what it needs.



Spoiler for Example deck:
For an example, let's try building a deck right now. Let's say I love the devouring aspect of Otyugh from Gravity. I want to buff them with Plate Armor to eat more things.
Hover over cards for details, click for permalink
Deck import code : [Select]
55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55r 55r 55r 55r 55r 55r 58t 58t 58t 58t 58t 58t 8pm

Immediately, you can see some things are lacking. The QI for gravity is 1.67, and there's not much offense or defense offered besides the Otys. Let's add some chargers for some offense.
Hover over cards for details, click for permalink
Deck import code : [Select]
55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55l 55l 55l 55l 55l 55l 55r 55r 55r 55r 55r 55r 58t 58t 58t 58t 58t 58t 8pm

The QI for gravity is now a perfect 5. You can go ahead and run with this, but let's say you want to mod it more. What about some extra defense for creatures that slip past your Otys?
Hover over cards for details, click for permalink
Deck import code : [Select]
55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55l 55l 55l 55l 55p 55p 55r 55r 55r 55r 55r 55r 58t 58t 58t 58t 58t 58t 8pm

Shields can be used for creatures too big to devour, as well as the fact that you can slap on armor onto your opponent's creatures to stop them from reaching you. Now let's polish up the deck.
Hover over cards for details, click for permalink
Deck import code : [Select]
55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55l 55l 55l 55l 55l 55p 55p 55r 55r 55r 55r 55r 58t 58t 58t 58t 58t 58t 8pm

6 Otys are probably overkill for control, so I made it 5. I swapped in another charger for more stable offense. Now you have a QI of 5 again for gravity, and a working deck. Be sure to test out your decks against the AI3s to see what your deck lacks or has too much of.



Spoiler for Finishing the quests:
Now that you're familiar with the basics of deck building, build yourself a nice rush deck to take care of AI3. The examples above are only meant as inspiration for you to get ideas from, and copying them is not advised. The whole period of the game now is for you to learn. Learn the weaknesses, strengths, and counters of different cards and strategies.

AI2
AI2 decks are here but in general, there are:
:entropy + :life + :aether
:gravity + :air
:water + :light + :darkness
:entropy + :death + :gravity
:earth + :water + :light + :aether
:entropy + :fire + :time
:fire + :water + :darkness
:gravity + :earth + :light
:gravity + :life + :air
:earth + :light + :aether
:death + :earth + :time
:life + :water + :time

AI3
All AI3 decks are here, but in general they are:
:aether mono Aether deck
:life + :light + :air Firefly Queen deck
:entropy + :darkness Vodoo Doll with Pandemonium deck
:entropy + :death deck based on death effects
:gravity + :earth stall deck
:fire + :darkness Voodoo Doll deck, but uses Rage Potion
:gravity + :aether Gravity deck with Spark splash
:entropy + :life deck with Mutations
:light + :air deck based on Crusader and Owl's Eye
:gravity + :life + :time Scarab based deck
:rainbow only rainbow deck
:light + :time Dune Scorpion deck
:fire + :water Steam Machine deck

Learn these decks and their strategies. There really isn't much advice I can give to you for getting 150 and 500 score. It may seem daunting at first, but if you use this time to experiment and learn and test vs AI3, you should get there in no time. After that, pick out the rare weapon of your choice, but don't spend too much time thinking. Just like your starting element, it doesn't really matter that much, so just pick the one that you think would be most useful to you right now.



Spoiler for Images:
Better quality deck images of all the decks used above, in the order posted. Some might be outdated, but I have noted those.

























« Last Edit: February 23, 2013, 03:59:55 AM by furballdn »

Offline furballdnTopic starter

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Re: From bronze to plat, from noob to vet, the fun way [1.32] http://elementscommunity.org/forum/index.php?topic=47089.msg1044790#msg1044790
« Reply #2 on: February 21, 2013, 04:57:31 AM »
Silver

Spoiler for Goals:
  • Start collecting rares and all kinds of cards
  • Learn about rainbow decks and how to build them
  • Learn about the oracle and arena
  • Abuse the oracle daily for fun and profit
  • Learn some deck strategies and PvP1 metagaming



Spoiler for Continuing after the quests:
Gotten a rare weapon? Got that score? Learned a bit about the cards? Good job! Remember to keep spinning the reels when you've won to get the chance to get cards. I'd advise you save the cards you get even if they don't fit into your deck, since you might want to build different decks later, or in the arena. What is the arena? Keep reading and I will get to that.



Spoiler for Building your first rainbow:
In the previous section, I only talked about monos, duos, and trios (Besides that OTK deck that was a rainbow). As you've seen, they got steadily harder and harder to balance, and grew more and more unstable as new elements were added. So what is a rainbow? A rainbow is a deck archetype that uses cards from elements of most if not all elements. Wait, you ask, how can you fit so many pillars into a deck and balance it? And that is where these come in:


Quantum Pillars are the backbone to most rainbow decks as it generates an average of 0.25 quanta per element per pillar per turn. This will allow you to access the powerful Lightning, fast Horned Frog, and sneaky Steal into one smooth deck.


Immolation is another card that some rainbows use, and that is where the distinction between rainbows comes from. One type of rainbow is the QPbow, which uses Quantum Pillars and Novas to provide quanta. The other, is an Immobow, which uses Immolations to provide quick bursts of quanta of all elements. Immobows are faster, but lack the stability of QPbows. Essentially, use Immobows if you're the more risky, speedy type, while use QPbows if you're more interested in reliability and stability. Additionally, Immolation stresses :fire way more, so balance a rainbow deck with Immolation around that. Immolation can also be used in mono Fire or duos (just 6 Photons for fodder) as quick quanta generation.

And of course, Nova, the true backbone to rainbows. Use at least 4 of these in your rainbow for consistent quanta.


So to recap. What is a rainbow? It's a deck that uses either Quantum Pillars, Immolation, or Nova to have quanta for ALL elements and get access to all types of cards. Rainbows are the most flexible decks out there, but their weakness is that they are extremely vulnerable to Black Hole, QPs can be luck based, and Immobows are fragile and aren't very stable to much control.

ElementIconProsCons
Rainbow:rainbowHas access to cards of all elements
More stable than some duos and trios
Can't use too much quanta of one element
Very weak to Black Hole
Can be unstable

Let's build a rainbow together (both kinds). I'm trying not to impose too much rules to restrict creativity, so just use this as a base to build off of.
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4vj 4vj 4vj 4vj 4vj 4vj

Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 5f9 5f9 5f9 5f9 5f9 5f9 5l9 5l9 5l9 5l9 5l9 5l9


These are probably the bases that you should use for an Immobow or QPbow. (I didn't put a mark to show it's not that important).

Now what? Well, besides Fire in an Immobow, you want to use no more than 4 quanta of a certain element. That means, 2 Lightnings is fine, a Steal is fine, but try not to go over 4. If you're using Immolation, then obviously disregard this for Fire. Another thing to note is that you can use more of your mark's quanta since you'll be constantly generating that.

Hereis a list of all cards from all elements unupped and cost less than 5 quanta. Dig through there to see which you like, but I'll also advise you on which cards to take:

:aether Psion, Lightning, Silence
:air Shockwave, Fog Shield, Firefly, Wings
:darkness Steal, Parasite, Vampire Stiletto, Nightmare, Drain Life
:death Poison, Arsenic, Plague, Mummy, Skull Shield
:earth Graboid, Pulverizer, Basilisk Blood
:entropy Lycanthrope, Discord
:fire Deflagration, Rage Potion, Fire Bolt
:gravity Momentum, Black Hole, Gravity Pull
:life Adrenaline, Heal, Forest Spirit, Horned Frog
:light Blessing, Pegasus, Sanctuary
:time Precognition, Reverse Time
:water Blue Crawler, Chrysaora, Mind Flayer, Freeze, Ice Bolt

If you're using an Immobow, you obviously have much more :fire to use, so feel free to pack in Phoenixes or Lava Golems. Whatever your mark is, also pack in more of that element. A very popular method in unupped rainbows is to use an earth mark and Graboid for the main offense. Graboids are very efficient creatures, and the :earth that the mark provides can also be used to provide for Lava Golems in a pinch. Below, I am going to give an example of some rainbows.
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4sa 4vj 4vj 4vj 4vj 4vj 4vj 4vl 52t 55q 55q 590 590 590 590 590 590 5bu 5fb 5i6 5lm 5on 5on 5rr 5up 625 8pm

Hover over cards for details, click for permalink
Deck import code : [Select]
4vh 4vh 52o 52o 55q 590 590 5c1 5f9 5f9 5f9 5f9 5f9 5f9 5fa 5fa 5fa 5fa 5fa 5fa 5l9 5l9 5l9 5l9 5l9 5l9 5og 5og 61q 61q 8pm

Hover over cards for details, click for permalink
Deck import code : [Select]
4vh 4vj 4vj 4vj 4vj 55q 5bu 5f6 5f6 5f9 5f9 5f9 5f9 5f9 5f9 5fc 5fc 5fc 5fc 5fc 5i5 5l9 5l9 5l9 5l9 5l9 5l9 5ok 5rr 620 8po

Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4vj 4vj 4vj 4vj 4vj 4vj 52j 55v 58v 5bu 5bu 5bu 5bu 5bu 5c7 5c7 5c7 5c7 5c7 5f6 5i6 5lb 5ok 5rh 5ut 61q 8pn


The first deck is a simple Grabbow, using brute force to rush. There's 5 QPs there, allowing for slightly more quanta usage. Deck 2 is a powerful Immobow, following the same strategy of a brute rush. Notice that Immobows should use slightly less quanta of each element than a QPbow. Deck 3 is another example of an Immobow with different cards. Deck 4, is a Lifebow: a deck that uses lots of cheap hitters and adrenaline to boost their attacks.

Generally, when making a rainbow, you want some CC, PC, and rushing power all rolled into one. If you can, try and make it so that there's a synergy between the cards.

You'll sometimes notice that I did use rare weapons in the rainbows, but don't worry if you don't have any. A simple Short Sword, Hammer, or Short Bow can also do in a pinch.

Rainbow building example
Let's start off building a rainbow. Say I want to synergize my deck around


Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4vj 4vj 4vj 4vj 4vj 4vj 5oo 5oo 5oo 5oo 8pr

Wings by itself isn't going to do much, so we probably need some spiders to best make use of it.
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4vj 4vj 4vj 4vj 4vj 4vj 52j 52j 5oo 5oo 5oo 5oo 620 620 8pr

Eek. Seems like we're going to need slightly more quanta for this. This also doesn't have enough offense. Let's change that.
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4sa 4tb 4vh 4vh 4vj 4vj 4vj 4vj 4vj 4vj 52j 52j 5c1 5c1 5lb 5oo 5oo 5oo 5oo 620 620 8pr

We still have 5 cards left, so let's start filling those up.
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4sa 4tb 4vh 4vh 4vj 4vj 4vj 4vj 4vj 4vj 52j 52j 592 592 5c1 5c1 5lb 5oo 5oo 5oo 5oo 620 620 8pr

Don't want our precious wings being stolen.
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4sa 4tb 4vh 4vh 4vj 4vj 4vj 4vj 4vj 4vj 52j 52j 592 592 5c1 5c1 5f6 5i7 5lb 5oo 5oo 5oo 5oo 5rk 620 620 8pr

And slip in some control. There. A 30 card rainbow focusing on wings.

It's important when building to know what your deck's strengths and weaknesses are. For example, this deck is all about using wings as defense, and as such, it sacrifices some of its offense (You don't see any graboids here do you?) The other weakness that this deck has it that there's only 1 PC card in the whole deck, one explosion. This will make mono aether (especially ones using phase dragons) an extreme pain. Remember, no deck is perfect, but you want to be as well rounded as possible, and that's the main advantage of rainbows.



Spoiler for Learning about and using the oracle:
Every day, you will be given the option of going to the oracle and spin a card. What is the oracle? Allow me to explain.

A. Fortune. Each card has its own little fortune. Not too important to the gameplay, but adds a feeling of depth and lore to the game.

B. Electrum. Each day, the oracle gives you some electrum. Free electrum is never bad!

C. False god prediction. Each day, the oracle also predicts your next false god. False god decks can be found here, but look carefully. Unless you properly prepared a counter to the false god, you might find yourself crushed quickly! Alternatively, here is a link of all the False God counter decks.

D. Pet. Each time you spin the oracle, the oracle may bless you with a pet. The pet is often the cheapest creature of the element of the card that you spun (besides gravity and other, those don't get any pets), but occasionally, the pet will be ??? This means that it is a random creature. Pets will accompany you for your next 3 non-PvP battles as creatures on the last available creature slot.

E. Card. Since the 1.31 patch, the oracle ALWAYS gives you the card that you spun. The oracle is the only way to get nymphs besides tournaments, and it also gives you different restrictions on building an arena deck.



Spoiler for Guide to Arena (Starting, bronze, and silver):
The arena is where the bulk of creativity and fun is. The arena is a place where you can submit your own deck, and battle other people's submitted decks. If you manage to get a win streak, you can get a special spin filled with all rares, and letting you respin the reels. Gold and Platinum special spins have all UPGRADED rares. You need 5 wins in a row for a bronze rarespin, 4 for silver, 3 for gold, and 2 for platinum. Be careful though! Bronze alone is probably harder than AI3 and platinum is on the level, if not higher than the difficulty of false gods.

Getting started

This is the main hub of the arena.

A. Click here to fight bronze league decks.

B. Click here to fight silver league decks.

C. Click here to fight gold league decks.

D. Click here to fight platinum league decks.

E. Click here to fight against your own arena deck to test it.

F. Click here to modify your arena deck.

G. Click here to collect all the electrum your arena deck has earned.

H. Click here to build a new arena deck using the oracle card you spun today.

Be warned though! When you fight arena decks, they often have benefits you don't, such as more health, double and triple marks, and even double draw. Your arena deck loses hp for each day it stays up. This is to inspire creativity and force players to keep making new decks.

How to build good arena decks

Before I go over how to build a good arena deck, I will first go over what the arena deck building means.

A. Stamina. You can increase your arena deck's hp up to 200. Costs 1 skill point for each 5 hp.

B. Wisdom. Limits how many upgraded cards you can use. 4 skill points to go from 5 to 10 to 20 to 30 to 60.

C. Intellect. Your mark multiplier. Your arena deck can have a single, double, or triple multiplier. Costs 10 skill points to increase.

D. Dexterity. Doubles your entire deck size as well as drawing speed. Costs 20 skill points.

E. Oracle card. You must use at least 5 copies of this card in your arena card. They are not removable. You do not have to actually own 5 copies of it though.

F. Level and skill points. Your level corresponds to your score. The higher your level, the more skill points you have to spend on building a good deck.

So how do I advise you to build an arena deck?

Use the advantages that you have over real players. Stamina is a big one. It's cheap and a good place to dump your unused skill points if you don't know what to do with it. Having more health lets you have more time to kill whoever is facing your arena deck. Wisdom isn't that important early on, but you'll definitely want to start investing in it once you've reached higher leagues and got more upped cards. Intellect is a slightly more tricky one. It costs an extremely expensive 10 skill points, but can work wonders if done right. Don't put skill points into this if you don't know how to use it or don't plan on using it a lot. Having a double or triple mark can help tremendously if done right. Dexterity is probably the skill that's the most important. For a hefty 20 points, it doubles your entire deck size and draw speed. The downside for it is that your arena deck will get slightly worse opening draws, but that is mitigated by having twice the amount of pillars and twice the amount of cards. To get a general idea for this, 6 dimensional shields allow for 18 turns of stalling. With dexterity, those 6 dimensional shields become 12 dimensional shields, allowing for 36 turns of stalling. If you only had 6 frogs previously, you now have 12 frogs to swarm your opponent. If you had 5 rage potions earlier, you now have 10. Dexterity is very deadly, and one of the best places to use your skill points. I'd advise you to nearly always invest in it if you can.

In general, my suggested priority would probably be dexterity first, mark or wisdom depending on whether you need more ups or quanta, and then put the rest of your points into hp. I'd generally suggest to try and keep your hp above 150 at least.

When building an arena deck, it needs to have from 35 to 60 (70 to 120 if dexterity) cards. 5 of those must be the oracle card and cannot be changed, forcing you to make use of them, or have at the very least, 1/7th of your deck be dead cards.

So how do you build a good arena deck? Let's go over some examples.

Examples


Hover over cards for details, click for permalink
Deck import code : [Select]
5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5bt 5bt 5bt 5bt 5bu 5bu 5bu 5bu 5bu 5bu 5c0 5c0 5c0 5c0 5c0 5c0 8pn

If you are truly out of ideas, a regular old rush will do fine. This would be a good time to use more marks or hp.


Hover over cards for details, click for permalink
Deck import code : [Select]
5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f2 5f2 5f2 5f2 5f2 5f4 5f4 5f6 5f6 5fc 5fc 5fc 5fc 5v2 5v2 5v2 5v2 5v2 8pt

Remember splashes? Splashes are now way more powerful since you can have double or triple marks. With a double mark, you can splash in cards that cost from 4-6 quanta. With a triple mark, you can even easily splash expensive cards such as Parallel Universe into the deck of your choice. Notice that splash cards don't necessarily have to synergize with the deck, it can be just for utility, but in this example, Cloak is a natural and good choice to protect the easily killed Fire creatures.


Hover over cards for details, click for permalink
Deck import code : [Select]
4tb 4tb 4tb 4tb 4tb 4tb 4vj 4vj 4vj 4vj 4vj 4vj 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5c7 5c7 5c7 5c7 5c7 5c7 5og 5og 5oi 5oi 5oi 5oi 5oi 5oi 5rr 8pr

Have fun! Even though weapons and shields are harder to build decks around, don't forget your creativity and build fun decks. A fun deck that wins can earn twice the electrum that a boring shrieker rush could.

If you're still out of ideas, you can go to the wiki here and look at the card you were given, learn its strengths, weaknesses, and synergies, then see where you go from there. Remember, there's two ways to really abuse your advantage in the Arena. Either go for a quick and speedy win with the advantage you have, or drag it out and let your advantage really show off in the long run. Build your deck around one of these two ideas, and remember, be creative and innovative!

Bronze and Silver

So how do you tackle the arena if they have so much more benefits than you? Let me tell you.

Stamina. They may have more health than you, but that doesn't mean their deck quality or the AI's thinking is better than yours. With enough speed or control, you can quickly win the game or seize control.

Wisdom. Lower tiers of the arena don't usually spend too much on this, so it's not really relevant. The big point here is, arena decks are restricted by how much upped cards they use, while you're not bound by anything. This is the only section where you can match them.

Intellect. Their mark is twice or thrice yours, so the quanta output will be way higher than yours in a while. Finish the game quickly, and try not to let the game drag out and for their advantage to be more apparent.

Dexterity. Their double draw is certainly an advantage, but upgrading dexterity means they have slightly worse opening hands on average. Use the first few turns to build your advantage before their double cards overwhelm you.

Common bronze and silver decks:

Monos, Aether, Darkness, Death, Water, Fire, Life

Immobows, Grabbows, rainbows

Arena is the best place to get rares/score/money if done right.

^ A rarespin that happens when consecutive wins are achieved in the arena. 5 consecutive wins are needed for Bronze, and 4 for Silver. A rarespin is a reel that spins, but it only contains rare cards, letting players get rarer cards easier. Each reel can be respun up to three times, increasing the chances of getting a card.

Sadly, I really can't recommend any specific decks for arena since it always changes, but a fast rainbow could do pretty well in the Bronze and Silver leagues. A good arena beating deck should have enough flexibility or enough of an edge in speed or control that it truly shines and can counter a variety of different deck archetypes.



Spoiler for PvP1:
Ahh. PvP. The main meat of the game. Here, where you get to test your deck against other players and duel with worthy opponents. This section covers PvP1, so you might be slightly disappointed. In PvP1, the metagame is small enough that you can easily learn all about it. Many newbies also like to head into PvP1 without any modifications to their decks. This means that they can be easy prey. So how to succeed in PvP1? Don't worry about it too much, since nearly any deck can do pretty well in PvP1, but generally, fast rushes, rainbows, and decks with permanent control (to deal with Dimensional Shields) will get you pretty far.

Unupped metagame

Of course, it'd be impossible to list out every single deck and strategy in PvP1, but Chapuz has a pretty neat guide on strategies and synergies available here.

After enough experience playing, you should be able to recognize (or at least make an educated guess about) your opponent's deck by turn 1, or even by the mark.

Here are some common decks that might pop up in PvP1.
:aether mark = mono Aether
:darkness mark = mono Darkness
:life mark = mono Life
:death mark = mono Death
:fire mark = mono Fire, Fire Immorush
:earth mark = Grabbow, Immorush
:time mark = Graboid rush
:life + :air = Firefly Queens
:entropy + :death = Cats and Bonewall/Boneyard or Vultures
:fire + :light = Firestall
:darkness + :time = Ghostmare
:water + :fire = Steam Machines
:life + :darkness = Adrenaline/Mitosis + Minor Vampires/Devourers



Spoiler for Images:


(??? is a Psion.











« Last Edit: July 01, 2013, 02:19:56 AM by furballdn »

Offline furballdnTopic starter

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Re: From bronze to plat, from noob to vet, the fun way [1.32] http://elementscommunity.org/forum/index.php?topic=47089.msg1044791#msg1044791
« Reply #3 on: February 21, 2013, 04:57:43 AM »
Gold

Spoiler for Goals:
  • Learn about upped cards
  • Upgrade your first deck
  • Play a bit with Half-Bloods
  • Learn how to build a SNbow



Spoiler for Slight overview of some upped cards:

Ever since the last quest, you've had the option of upgrading cards. What are upgraded cards? Upgraded cards are cards that are "better" than unupped cards. For the most part, they tend to have higher stats, lower casting cost, and lower ability costs. There are some cards that deserve special mention for what happens when they get upgraded though.

Nova
  • While Supernova costs 2 :entropy, it gives twice the amount of quanta nova does. Very powerful, and the basis for Supernovabows that I will get to later.

Horned Frog, Flesh Spider, Phase Spider, Sapphire Charger, Hematite Golem
  • These cards, unupped were average creatures, upped, they become tremendously powerful, efficient attackers. It is these five cards that I think deserve special mention for their changes when upgraded.

Toadfish
  • Toadfish turns from a fierce attacker into a poisoner. Debatable which is better, although upped has great synergy with Adrenaline.

Phoenix
  • Phoenix was a powerful midrange hitter. Minor Phoenix is a cheap lower end hitter, but more efficient than its unupped counterpart.

Abomination
  • Like Phoenix above. Goes from 5|5 for 5 :entropy to 2|4 for 1 :entropy. Much more spammable, and synergizes with Butterfly Effect

Chaos Seed
  • Chaos Seed is a random CC card. Chaos Power becomes the best (average) buff card with an average of +3/+3.

Dissipation Shield
  • Uses all your quanta to absorb damage instead of just Entropy quanta. Fitted more for rainbows than for mono Entropy.

Rage Potion, Red Nymph
  • Changes from +5/-5 to +6/-6. This is the most amount of consistent damage in the game.

Gnome Rider, Dragonfly, Ash Eater, Photon
  • These cards all change when upped. Gnome rider and Dragonfly become free, while Ash Eater starts generating :fire and Photon generates :light. Cheap creatures that can be used for offense as well as quanta generation.

Pegasus, Wyrm, Deja Vu
  • More attack, more doubling, much more power. Great when paired up with cards like Chaos Power[/wiki]

Steam Machine
  • Some cards gain stats as well as cost when upped. Steam Machine is a special one because it gains +1 cost, but also an astounding +9hp, making it virtually invincible.

Fallen Elf, Mutation
  • Costs a bit more, but guarantees mutants.

Pandemonium
  • Hits only the opponent's creatures, but gains +2 :entropy casting cost.

Firefly Queen, Firefly
  • Upped FFQs produce upped Fireflies, which have more attack and generate :fire instead of :light. This ruins synergy with Rustler, but opens up synergy with Unstable Gas.

Pharaoh

Guardian Angel
  • Now doubles in cost, but goes from 1|6 stats to a fantastic 7|7.

Plate Armor, Otyugh
  • Plate Armor gives more health. Upped Oty starts with more health. Much more devouring.

Short Sword
  • Goes from 3 damage for 1 :rainbow to 6 damage for 1 :rainbow. Insane efficiency, even for a weapon.

Flying Weapon
  • No longer requires :air to use. Can now be splashed into any deck that makes use of flying weapons.

Chrysaora
  • +2 attack is quite a big deal. Nearly triples the damage output of this creature, though it is now affected by shields.

Sundial, Holy Light
  • Free now. No need for a splash to use these. Sundial in particular is very useful since it allows any deck to stall up to 6 turns.

Pillars
  • Makes the game go by much faster if you can get quanta instantly. This is usually why upped decks are a turn faster than unupped decks.



Spoiler for Upping your first deck:
There's not much I can really recommend for a very first deck. Perhaps you'd want a fast AI3 grinder? Perhaps a Supernovabow? Perhaps a really awesome deck nobody has ever seen before? Before you actually decide, you can go to the trainerhere to play around a bit with different decks. The reason I didn't post this link earlier was that before, I wanted you to experiment and learn different types of decks. Now, for a fully upped deck, you've got to spend at least 45k electrum. You can easily buy all the unupped decks with a few thousand electrum, but upped decks are harder to come by, so think carefully before upping cards. Slowly work towards it, one card at a time to keep yourself motivated. To get electrum fast, either grind AI3, or go into the arena. Gold/Plat have one of the best places to make money. Don't forget to keep fighting the daily False God predicted by the Oracle.



Spoiler for Provoking the half-bloods:
The main reason that I didn't mention half-bloods up until now is that they were probably too hard for you to face. Even with a fully upgraded deck, the chances of consistently, easily winning against half-bloods isn't that likely. Why is this the case?
  • Half bloods have 150 hp. That means, they only need to do 2/3 of the work you have to do. If both of you use a rush, it's easy to see who comes out on top.
  • They have a triple mark. That means they can pump out quanta way faster than you can, and get out expensive cards like dragons out earlier.
  • They have double draw when they have less than 3 cards. This means they can pull off spectacular last minute saves if you're not prepared.
  • Around 30% of their cards are upped. This may not mean much later, but it will be quite a challenge for the newbie who jumps straight to AI4 after AI3.
  • Even by consistently winning, or EMing the half-bloods, the rewards (lowly electrum, small chance of winning cards) makes it so that fighting them is not efficient.

Now that we've seen the bad parts of them, what are the good parts?
  • Their decks are random. This can be either good or bad, but mainly it means they don't have a definite strategy, so this often leads to them having slower starts.
  • You can win upgraded cards from them. It's always nice winning a card worth 1000 electrum.
  • You can predict what elements they will use

Predicting Half-Bloods
Each Half-blood deck is either a mono or duo. They also like to use quantum pillars, so black hole could be a help. Each half-blood name is made up of a suffix and prefix relating to a certain element.
ElementPrefixSuffix
:airAries
:aetherAetheric
:darknessshadow
:deathMortis
:earthTerra
:entropyDiscord
:firePyrofuze
:gravityMassa
:lifeVital
:lightLumiel
:timeChronos
:waterAquarius

Lumcord would be a light/entropy duo. Vitra would be a life/earth duo. Shadow would be a darkness mono. A half blood will always have a triple mark of the suffix, and use more cards of the prefix element.

Unlike the arena, there really is no way of successfully countering half-bloods since they're random. Due to the fact that they use monos/duos, though, discord and black hole could be a viable option.



Spoiler for Building a Supernova based rainbow:
A Supernovabow is probably the defining feature of upgraded cards. Think about your unupped rainbow, and now increase its speed, quanta production, offense, defense, and everything else about it. That's right, everything is better, and I'm here to teach you how to build one.

Remember how I mentioned unupped rainbows should use no more than 5 quanta of an element? In a SNbow, that number jumps up to 7. While it may not look like a lot, this adds way more possibilities. A list of upgraded cards that cost less than 7 is here.

In addition to unupped cards mentioned above, I'll show which cards of which element are good in an SNbow. Any card mentioned above should still be good in an upped rainbow, and some cards, like Graboid or frog become even more better.

:aether Twin universe, Phase Shield, Quintessence, Phase Recluse, Mindgate
:air Eagle's Eye, Elite Wyrm, Unstable Gas, Elite Queen
:darkness Gargoyle, Improved Dusk, Vampire
:death Bone Wall, Flesh Recluse, Aflatoxin
:earth Diamond Shield, Steel Golem
:entropy Chaos Power, Pandemonium, Maxwell's Demon. Dissipation Field, Fallen Druid
:fire Fire Buckler, Lava Destroyer, Fire Storm, Minor Phoenix
:gravity Elite Charger, Elite Otyugh, Graviton Guard
:life Feral Bond
:light Crusader, Morning Glory, Archangel
:time Turtle Shield, Electrum Hourglass, Eternity
:water Arctic Octopus, Steam machine, Puffer Fish

You don't have to, but it's probably nice to have some synergy between the cards that you pack. Here are some examples.

Eagle Eye + Crusader + Otyugh + Bonewall for a CC and Bonewall build

Discord + Black Hole for a denial with healing build

Wings + Recluses for damage and protection

Pulverizer + Crusader for extra Permanent control

Elite Firefly Queen + Fallen Druid for mutation fodder, although this eats up a lot of :life.

This is the basic bone build of a SNbow before patch 1.31, where it was fine to chain Supernova:
Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 8pj


This is often the basic bone build of a SNbow after the patch:
Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 8pj


Here are some examples of SNbows: